Calculator Inputs
Example Data Table
| Skill | Base | Modifier | SPR | MAG | Approx Heal |
|---|---|---|---|---|---|
| Cura | 400 | 3 | 350 | 120 | 961 |
| Curaga | 1000 | 3.4 | 800 | 250 | 2445 |
| Curaja | 2500 | 18 | 1000 | 300 | 12040 |
Formula Used
Normal heal = Base Healing + ((SPR / 2 + MAG / 10) × Modifier). Regeneration heal per turn = Base Healing / Turns + (((SPR / 2 + MAG / 10) × Modifier) / Turns). Final heal = Heal × Variance × Healing Done Bonus × Healing Received Bonus.
The calculator uses the chosen variance between 85% and 100%. It also estimates total listed healing, effective healing, and overheal. Effective healing is limited by missing HP.
How to Use This Calculator
Select a skill preset or choose Custom. Enter base healing and modifier values. Add the healer SPR and MAG after buffs. Use turns for regeneration skills. Add casts when dualcast, triplecast, or repeat actions are used. Enter target count and missing HP. Press the calculate button. Review low, high, selected, effective, and overheal values.
FFBE Healing Planning Guide
Why Healing Math Matters
FFBE healing looks simple during battle, yet the numbers can change quickly. A healer with high SPR can restore far more HP than a low geared unit. MAG also helps, but its weight is smaller. This makes SPR the main planning stat for most recovery builds. A calculator helps when a trial demands stable recovery every round. It also helps when your team uses regen, cooldown heals, or repeated casts.
Reading the Result
Start with the raw heal. This shows the skill before random variance. Then compare low and high variance. The low value is useful for safe planning. The high value shows best case recovery. The selected value lets you test a known roll. Total listed healing multiplies the result by casts and targets. Effective healing checks missing HP. Overheal shows recovery that may be wasted.
Building Better Healers
Raise SPR before chasing small MAG gains. Use buffs when they are available. Check if a skill heals instantly or over turns. Regen skills can look weaker per tick, but they help stabilize rounds. Multi-cast support can double or triple party recovery. Healing received effects also matter when tanks have special passives. Compare these bonuses before changing equipment.
Trial Use Cases
Trial bosses often create burst damage windows. Enter the missing HP after the expected enemy attack. Set targets to the number of units needing recovery. Use one cast for normal actions. Use two or three casts for repeat abilities. If the low result covers the missing HP, your plan is safer. If it does not, add mitigation, barriers, buffs, or stronger healing. Review overheal too, because wasted recovery may hide poor timing. Good healing plans keep every turn predictable.
FAQs
What does this FFBE healing calculator do?
It estimates recovery from FFBE healing skills using base healing, modifier, SPR, MAG, variance, turns, casts, targets, and bonuses.
Which stat matters most for healing?
SPR usually matters more because the formula uses half of SPR. MAG also helps, but it only contributes one tenth of its value.
Why is there a variance input?
FFBE healing can vary between low and high rolls. The variance field lets you test safe, average, or maximum healing estimates.
How do I calculate regen healing?
Enter the number of turns in the turns field. The calculator divides base healing and modifier output across that duration.
What is effective healing?
Effective healing is the part that actually restores missing HP. Healing above the missing HP amount is counted as overheal.
Can I use custom skills?
Yes. Select Custom or change the base healing and modifier fields directly. Then enter your unit stats and calculate again.
Does this include barriers?
No. Barriers are separate from HP recovery. You can compare them manually beside the effective healing result.
Can I export my result?
Yes. Use the CSV button for spreadsheet data. Use the PDF button to save a simple result report.